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:<span style="white-space:nowrap;">''Effectiveness'' = 0.5<sup>(0.45(''n''−1))<sup>2</sup></sup></span> | :<span style="white-space:nowrap;">''Effectiveness'' = 0.5<sup>(0.45(''n''−1))<sup>2</sup></sup></span> | ||
This effect means that it usually doesn't make sense to fit more than three modules which improve any one attribute. For example, a {{co|#9ef37c|Ballistic Control System I}} increases missile damage by 7%. The first module fit to a ship gives the full bonus, but the second will only give an additional <span style="white-space:nowrap;">7% × 87% = 6.1%</span> bonus, | This effect means that it usually doesn't make sense to fit more than three modules which improve any one attribute. For example, a {{co|#9ef37c|Ballistic Control System I}} increases missile damage by 7%. The first module fit to a ship gives the full bonus, but the second will only give an additional <span style="white-space:nowrap;">7% × 87% = 6.1%</span> bonus, the third <span style="white-space:nowrap;">7% × 57% = 4.0%, and the fourth <span style="white-space:nowrap;">7% × 28% = 2.0%</span>. | ||
As the biggest modifiers take the smallest stacking penalties, this means that even if a large number of people have a {{co|#9ef37c|Remote Sensor Booster I}} on a target, if someone turns on a {{co|#9ef37c|Remote Sensor Booster II}}, they will see at least the 5% difference between the Sensor Booster I and II, plus any gains seen by the addition of a single sensor booster at the highest diminishing returns. | As the biggest modifiers take the smallest stacking penalties, this means that even if a large number of people have a {{co|#9ef37c|Remote Sensor Booster I}} on a target, if someone turns on a {{co|#9ef37c|Remote Sensor Booster II}}, they will see at least the 5% difference between the Sensor Booster I and II, plus any gains seen by the addition of a single sensor booster at the highest diminishing returns. | ||